Your search for “"undead"” gave approximately 6 results:

Wiki+ page: Ghoul

1. Basic Info

Type:Undead

Alignment: evil

Moral Points: -50

Build: medium

Habitat: Ghouls can be found in cementaries, sewers, and ancient ruins. It is also common to find them traveling about at night. You will never find a ghoul out during the day as they fear the sunlight.

Appearance: A ghoul is a shapeshifting undead creature that can assume the guise of an animal. It lures unwary people into abandoned places to slay and devour them. The creature also preys on young children, drinks blood, steals coins, and eats the dead, then taking the form of the person most recently eaten.

Runic Element: Death

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name

Current

Full

Modifiers

HP

100

100

SA

50

50

EP

160

160

+10 (runic element)

3. Armor Stats

Stat Name

Current

Full

Modifiers

PR

57

57

no protection against axes

MR

60

60

Block

0 Weapon

15 Armor

Does not block against axes or piercing weapons

4. Main Stats

Stat Name

Stat

Race Max

Modifiers

Fortitude

50

95

Speed

10

30

Mental

25

50

Strength

80

95

Luck

20

40

Will

50

95

5. Secondary Stats

Stat Name

Stat

Modifiers

Influence

50

Perception

23

WeightLimits

Carry: 260Lift 1H: 43.34Lift 2H: 86.68

SuccessPoints

3

FailurePoints

1

MoveRates

World: 1Area: 10Battle: 4

AreaRanges

Throw: 8Jump Up: 1Jump Across: 3

BattleRanges

Throw: 16Jump Up: 2Jump Across: 6

Aim

13

Actions

Attack: 1Defense: 1Support: 1Magic: 1

Attack: +1

Initiative

1

Evade

19

Offense

Melee: 8Throw: 10Bow: 6Critical: 50

Melee: +20

MagicStats

Magic Power:2Critical: 23

6. Equipped Armor

Location

Item

Block

PR

MR

Weight

Other Information

Arms

Lether Bracers + cured

15

3

3

1.3

Does not block against axes or piercing weapons; Does not protect against axes

Helmet

Leather Cap

0

2

3

1.3

Over Garment

Leather Cape +cured

0

6

6

1.95

Torso

Leather Cuirass + cured

0

21

24

13

no protection against axes

Legs

Leather Greaves + cured

0

25

24

13

no protection against axes

TOTAL ARMOR VALUES

15

57

60

30.55

no protection against axes

7.
Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Punch

With this skill you kick the target to the front of you doing Melee Power +7 damage. This skill also allows you to make a strength check to attempt to knock the target out for 1 round.

3 EP;
1 attack

1 hex forward affecting 1 target

instant

1 skill point =
2 skill mastery %

75

Block

This is a basic defensive skill which allows you to block a hit. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with. Then you will subtract the block value of what you blocked with from the attack. What is left from the attack is what affects your character and the shield or weapon's DP or the armor's PR decreases by 10% of the damage blocked.

5 EP;
1 defense

self

instant

1 skill point =
2 skill mastery %

50

Hit Recovery

20% chance that the hit to the ghoul restores by the damage amount instead of damages, only works with physical attacks.

Shape Shift

Take the appearance of whatever its facing by spending 10 SA and 1 support action. That form becomes its form until it shape shifts again.

Knowledge Absorb

Gain all of the target's skills, spells, memories, and abilities upon eatting the target. Must be shape shifted into target for this to work. Once shape shifted into another target, those skills and abilities are lost.

8.
Combat Notes

Ghouls were once zombies but were further twisted by dark death magic into a creature that craves the taste of flesh. The ghoul will lure its unsuspecting prey away from others into abandoned places where it will slay and devour them. The ghoul will then take that person or animal's form and learn all that its meal once knew while forgetting everything else. Ghouls seem inteligent, able to speak and act very much like the being that they have become, but the intelligence is not their own.

Ghouls prefer to prey on the weak and to lure their victims away from others. However if cornered or if hungry enough, ghouls will attack more powerful targets and groups. Once on the attack, the ghoul is very much like a wild animal and will attack until it has slain its target. While ghouls are typically loners, sometimes a pair or a few of them will be found together. Since they will look like their last meal, the only way to truly identify a ghoul is by its sunken eyes and its aversion to sunlight.

9. Spoils

Any and All Available Loot:You may loot the body of any weapons, armor, currency, and other goods. Only the holster and back pack can be stolen from a living target.

1. Basic Info

Habitat: Lesser Wraiths can be found in cementaries, ancient ruins, and anywhere abandoned where people once lived long ago.

Appearance: The Lesser Wraith appears like a ghastly spirit drapped in a tattered spiritual black robe. Lesser Wraiths are often the very depiction of death and lost souls.

Runic Element: Death

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name

Current

Full

Modifiers

HP

70

70

SA

100

100

+10 (runic element)

EP

100

100

3. Armor Stats

Stat Name

Current

Full

Modifiers

PR

0

0

MR

0

0

Block

0 Weapon

0 Armor

Lesser Wraiths are spirits and therefore receive 50% physical damage.

4. Main Stats

Stat Name

Stat

Race Max

Modifiers

Fortitude

35

65

Speed

20

45

Mental

50

95

Strength

50

95

*Strength is a copy of Mental due to being a spirit

Luck

25

60

Will

25

60

5. Secondary Stats

Stat Name

Stat

Modifiers

Influence

25

Perception

35

WeightLimits

Carry: 150Lift 1H: 25Lift 2H: 50

SuccessPoints

6

FailurePoints

4

MoveRates

World: 2Area: 20Battle: 5

AreaRanges

Throw: 5Jump Up: 2Jump Across: 4

BattleRanges

Throw: 10Jump Up: 4Jump Across: 8

Aim

25

Actions

Attack: 1Defense: 1Support: 1Magic: 1

Defense: +1
Support: +2
Magic: +1

Initiative

2

+3

Evade

32

Offense

Melee: 5Throw: 7Bow: 3Critical: 38

MagicStats

Magic Power: 5Critical: 38

Magic: +10

6. Equipped Weapons

Location

Item

Attack

Block

DP

Range

Weight

Rune Stone or Enhantments

Right Hand

Spectral Scythe

5d12

0

N/A

2

N/A

20% chance to cause 1d6 SA and EP poison;
Spiritual weapon, can't be stolen or disarmed;
Disappears upon death

7. Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Possession

Possess target, taget gets a will check to avoid possession when first possessed and once each round

N/A;
2 support

1 hex affecting 1 target

1d8 rounds

1 skill point =
1 skill mastery %

35

Fang

This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d10 to a single target. These fangs are magical energy, not physical.

10 SA;
1 magic

1 target

instant

1 skill point = 2 skill mastery %

30

Bio Instability

This spell causes the target to feel sick. Inside the target’s body, the organs act strangely and irregularly, causing slight pains, nausea, and other symptoms. It mimics food poisoning. The target's movement rates is cut in half.

10 SA;
1 magic

1 target

1d8 rounds

1 skill point = 2 skill mastery %

95

Elemental Death

Using the magic of death, you effectively kill the target's ability to manipulate their element to produce magic. The magic surrounds them, not allowing them to concentrate on their element. No spells can be cast including minor elemental manipulations. The target make an evasion check to try to evade this with no penalties to evasion.

20 SA;
2 magic

1 target

1d6 rounds

1 skill point = 1 skill mastery %

50

Night Shade

This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 2d10HP per round. The poison cannot be magically evaded. Only fortitude checks apply for this spell.

20 SA;
2 magic

1 target

until cured

1 skill point = 1 skill mastery %

50

Release of the Doomed

With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a strength check to be freed.

20 SA;
2 magic

all enemy targets

until freed

1 skill point = 1 skill mastery %

50

Graveyard's Warding

The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their magic power is weakened greatly, decreasing the Magic Power by half of all targets, friend or foe, caught within the affected area. You, the spell caster, are unaffected.

10 SA;
1 magic

a 3x3 hex area around the caster

1d6 rounds

1 skill point = 2 skill mastery %

95

Loss of Self

This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off.

10 SA;
1 magic

1 target

1d6 rounds

1 skill point = 2 skill mastery %

95

Trained Strike

With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP;
1 attack

weapon's range

instant

1 skill point =
2 skill mastery %

95

2-Hit Combo

This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending.

20 EP;
1 attack

weapon's range affecting 1 to 2 targets

instant

1 skill point =
1 skill mastery %

20

8.
Combat Notes

Lesser Wraiths are the remains of lost souls that have been twisted by torment. They envy the living and will attack them any chance they get. Lesser Wraiths are most interested in the most vulnerable, and will all gang up on one living target at a time until the target is dead. Lesser Wraiths tend to ignore those that are already dead or are undead. Lesser Wraiths gather together in groups of 4 to 20.

Wiki+ page: Rage Spirit

1. Basic Info

Type: Spirit, Undead

Alignment: evil

Moral Points: -40

Build: small

Habitat: Bog Imps prefer bogs, swamps, marsh lands, and other wet lands, though will also be found living in river deltas.

Appearance: The rage spirit appears much as it did in life from the waist up. They have no legs, nor any real physical form. Their features are twisted into a constant rictus of anger and hatred. They have a constant heat aura about them and seem to be on fire.

Runic Element: Fire

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the earth element by +10. Decrease magical damage done against those of the water element by -10.

6. Equipped Weapons

Does magic damage, not physical damage;
Can't be stolen or disarmed;
Disappears upon death

7.
Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Possession

Possess target. Target gets a will check to avoid possession when first possessed and once each round. If the target is possessed and fails the will check, the rage spirit controls the target.

N/A;
2 support

1 hex affecting 1 target

1d8 rounds

2 skill points =
1 skill mastery %

35

Fire Streak

With this manipulation, you create a long tail of fire that chases after the spell, dealing 2d12 points of damage to the enemy target as it hits the target.

10 SA;
1 magic

1 target

instant

1 skill point =
2 skill mastery %

50

Trained Strike

With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP;
1 attack

weapon's range

instant

1 skill point =
2 skill mastery %

95

2-Hit Combo

This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending.

20 EP;
1 attack

weapon's range affecting 1 to 2 targets

instant

1 skill point =
1 skill mastery %

20

Enraged Aura

30% chance targets in a 2x2 hex area around spirit will be berserked for 1d4 rounds

Burning Aura

Any target that comes within 1 hex of spirit will take 2d8 + Magic Power magic damage and have a 20% of burns for 1d6 HP damage per round for 6 rounds.

Flame Source

There is a 25% chance that anything that is flamable will instantly catch on fire if within 3 hexes of the rage spirit.

8.
Combat Notes

The rage spirit is formed when someone strongly aligned with the fire runic element dies in a moment of extreme anger. That anger then consumes the spirit of the individual in a flame over the course of 1 to 10 days. At the end of that time, a small spark lights above the spot where the individual died and forms into the rage spirit. While they retain their memories, and even some of the personality of the person they once were, the rage spirit focusses all it’s energies on physical combat, especially with regards to getting revenge on their killer. Some are less revenge oriented, and are more dangerous. Those who don’t care about revenge, or simply do not have a killer to focus their rage against, are more dangerous and capable of wreaking havoc on a scale rivaled only by dragons, armies, and the more powerful spellcasters.

The rage spirit’s attacks are simple and they focus on one oponent until they drop (generally into a smoking heap). They beat anything down with its fists, claw at it, or slash at it with its spectral sword. Being composed of spiritual flame, the spirits’ native attacks are only minorly damaging, but deal successively more damage with each hit. The damage increases by 1d8 per each attack done to the same target, meaning the first attack is 28 + 2d8, the second attack is 28 + 3d8, the third attack is 28 + 4d8 and so on. They also stand a chance of setting any flamables nearby alight (25% chance). Revenge motivated rage spirits can be negotiated with and are generally willing to help anyone who will aid them in their quest to destroy their killers. Once the focussed spirit kills its killer, it burns out leaving only a fine ash behind. Rogue rage spirits, those without killers, attack anything they see with a single minded purpose until their target is dead. All rage spirits have an innate distaste for anything and anyone aligned with the water runic element and will attack such beings over any others except their killer.

9. Spoils

0.2 pounds of Rage Spirit Ash: A defeated rage spirit will become ash which has alchemical properties and is worth 10.00 per pound.

Wiki+ page: Skeleton

1. Basic Info

Type:Undead

Alignment: dark

Moral Points: -30

Build: medium

Habitat: Skeletons are more uncommon than most people would think. Unlike spirits and zombies, something or someone must animate a skeleton to life. Therefore you would only find skeletons in places where there is a lot of death magic, a necromancer, or death elementals.

Appearance: Skeletons appear just as their name would suggest, a walking skeleton of a creature long deceased. Usually this would be a humaniod creature, however skeletons of other creatures have been seen. In the case of the typical skeleton it will be a human-like skeleton.

Runic Element: Death

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name

Current

Full

Modifiers

HP

40

40

SA

2

2

EP

80

80

+10 (runic element)

3. Armor Stats

Stat Name

Current

Full

Modifiers

PR

48

48

no protection against axes

MR

51

51

Block

0 Weapon

0 Armor

4. Main Stats

Stat Name

Stat

Race Max

Modifiers

Fortitude

20

40

Speed

10

30

Mental

1

1

Strength

40

80

Luck

1

1

Will

1

1

5. Secondary Stats

Stat Name

Stat

Modifiers

Influence

1

Perception

11

WeightLimits

Carry: 140Lift 1H: 23.34Lift 2H: 46.68

SuccessPoints

1

FailurePoints

1

MoveRates

World: 1Area: 10Battle: 4

AreaRanges

Throw: 4Jump Up: 1Jump Across: 3

BattleRanges

Throw: 8Jump Up: 2Jump Across: 6

Aim

1

Actions

Attack: 1Defense: 1Support: 1Magic: 1

Initiative

1

-5

Evade

4

Offense

Melee: 4Throw: 6Bow: 2Critical: 21

Melee: +20

MagicStats

Magic Power: 0Critical: 1

6. Equipped Weapons

Location

Item

Attack

Block

DP

Range

Weight

Rune Stone or Enhantments

Right Hand

Steel Short Sword

9

0

50

1

6

7. Equipped Armor

Location

Item

Block

PR

MR

Weight

Other Information

Helmet

Leather Cap

0

2

3

1.3

Torso

Leather Cuirass + cured

0

21

24

13

no protection against axes

Legs

Leather Greaves + cured

0

25

24

13

no protection against axes

TOTAL ARMOR VALUES

0

48

51

27.3

no protection against axes

8.
Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Trained Strike

With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP;
1 attack

weapon's range

instant

1 skill point =
2 skill mastery %

95

2-Hit Combo

This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending.

20 EP;
1 attack

weapon's range affecting 1 to 2 targets

instant

1 skill point =
1 skill mastery %

30

Hit Recovery

20% chance that the hit to the skeleton restores by the damage amount instead of damages, only works with physical attacks.

9.
Combat Notes

Skeletons will attack anything that moves. They lack any brains or intellegience to know friend from foe and they lack any eyesight. Instead if they "sense" they are near a living, moving, target, they will attack that target. This has made skeletons hard for necromancers to control, but that hasn't stopped them from trying to do so. Skeletons are extra dangerous because they cannot be affected mentally or spiritually, cannot be blinded or visually distorted in any way, and are relentless in their attacks. However they will attack any target they are closest to, including other skeletons.

Skeletons do not just happen on their own in the wild. Something or someone has to animate them. However, once animated, they will remain animated until they are destroyed. In places where skeletons are animated, which often are places rich in death magic, they are often large groups of them.

The listed equipment for the skeleton is simply the typical equipment that they are reanimated with. The GM can, however, choose different equipement for the skeleton.

10. Spoils

1 pound of Bone Meal: Alchemical Ingredient left behind when a skeleton is defeated. Worth 0.24 a pound.

Effect 1: Damages 2 HP

Effect 2: Damages 4 SA

Effect 3: Damages 6 EP

Effect 4: Poisons for 1d8 damage per round

Any and All Available Loot:You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.

1. Basic Info

Habitat: Wraiths can be found in ancient ruins and places with a real strong connection to the death element. If there is a free death elemental in the area, there will also be a Wraith.

Appearance: The Wraith resembles the ghost of someone that has passed on. The person seeing a wraith would see someone whom they had a close connection with. No one knows what a wraith's true form is because everyone always see's something different. However it is speculated that they might appear similar to their Lesser Wraith cousins.

Runic Element: Death

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name

Current

Full

Modifiers

HP

160

160

SA

190

190

+10 (runic element)

EP

190

190

3. Armor Stats

Stat Name

Current

Full

Modifiers

PR

0

0

MR

0

0

Block

0 Weapon

0 Armor

Wraiths are spirits and therefore receive 50% physical damage.

4. Main Stats

Stat Name

Stat

Race Max

Modifiers

Fortitude

80

95

Speed

60

95

Mental

95

95

Strength

95

95

*Strength is a copy of Mental due to being a spirit

Luck

35

70

Will

50

95

5. Secondary Stats

Stat Name

Stat

Modifiers

Influence

50

Perception

58

WeightLimits

Carry: 305Lift 1H: 50.84Lift 2H: 101.68

SuccessPoints

10

FailurePoints

8

MoveRates

World: 6Area: 60Battle: 9

AreaRanges

Throw: 9Jump Up: 6Jump Across: 8

BattleRanges

Throw: 18Jump Up: 12Jump Across: 16

Aim

48

Actions

Attack: 1Defense: 1Support: 1Magic: 1

Attack: +1
Defense: +3
Support: +4
Magic: +2

Initiative

9

+5

Evade

64

Offense

Melee: 9Throw: 11Bow: 7Critical: 65

Melee: +10

MagicStats

Magic Power: 9Critical: 65

Magic: +20

6. Equipped Weapons

Location

Item

Attack

Block

DP

Range

Weight

Rune Stone or Enhantments

Right Hand

Spectral Great Scythe

4d20

0

N/A

2

N/A

20% chance to cause 1d6 SA and EP poison;
Spiritual weapon, can't be stolen or disarmed;
Disappears upon death

7. Skills & Abilities

Skill or Ability

Effect

Stat & Action Cost

Range & Area

Duration

Skill Points to Skill Mastery

Skill Mastery

Possession

Possess target, taget gets a will check to avoid possession when first possessed and once each round

N/A;
2 support

1 hex affecting 1 target

1d8 rounds

1 skill point =
1 skill mastery %

45

Fang

This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d10 to a single target. These fangs are magical energy, not physical.

10 SA;
1 magic

1 target

instant

1 skill point = 2 skill mastery %

95

Bio Instability

This spell causes the target to feel sick. Inside the target’s body, the organs act strangely and irregularly, causing slight pains, nausea, and other symptoms. It mimics food poisoning. The target's movement rates is cut in half.

10 SA;
1 magic

1 target

1d8 rounds

1 skill point = 2 skill mastery %

95

Elemental Death

Using the magic of death, you effectively kill the target's ability to manipulate their element to produce magic. The magic surrounds them, not allowing them to concentrate on their element. No spells can be cast including minor elemental manipulations. The target make an evasion check to try to evade this with no penalties to evasion.

20 SA;
2 magic

1 target

1d6 rounds

1 skill point = 1 skill mastery %

95

Night Shade

This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 2d10HP per round. The poison cannot be magically evaded. Only fortitude checks apply for this spell.

20 SA;
2 magic

1 target

until cured

1 skill point = 1 skill mastery %

95

Release of the Doomed

With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a strength check to be freed.

20 SA;
2 magic

all enemy targets

until freed

1 skill point = 1 skill mastery %

95

Graveyard's Warding

The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their magic power is weakened greatly, decreasing the Magic Power by half of all targets, friend or foe, caught within the affected area. You, the spell caster, are unaffected.

10 SA;
1 magic

a 3x3 hex area around the caster

1d6 rounds

1 skill point = 2 skill mastery %

95

Deconstruction

This spell is made to slowly destroy weapons, armor, and items by burning away their durability. A dark mist hovers over the target slowly eating away at their items. It takes away Magic Power points from the item’s DP per round, or 1 PR and MR from armor per round. When the spell’s duration runs out, it evaporates into the air.

10 SA;
1 magic

1 target

1d10 rounds

1 skill point = 2 skill mastery %

95

Loss of Self

This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off.

10 SA;
1 magic

1 target

1d6 rounds

1 skill point = 2 skill mastery %

95

Ghastly Presecence

With the creation of Ghastly Presence, a ghost-like formation appears behind the target. The ghost suddenly starts attacking with spiritual claws at the back of the target doing 2d20 damage, and then disappears.

20 SA;
1 magic

1 target

instant

1 skill point = 1 skill mastery %

35

Last Cry

This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d6 rounds, even your allies. Fear causes the affected to flee from the user at all costs.

20 SA;
2 magic

a 3x3 hex area around the caster

instant

1 skill point = 1 skill mastery %

95

Reign of Acid

This spell creates a glowing nexus point of death magic above the battlefield. Each round the energy would discharge acid at every target designated as an enemy, doing 3d10 damage to DP damage (or 4 damage to PR and MR) to every enemy each round.

20 SA;
2 magic

all enemy targets

1d6 rounds

1 skill point = 1 skill mastery %

30

Dispel

This spell uses the natural death magic of necromancy to burn away at magic like acid. This spell removes enchantments, protections, poisons, and many other active spells. Independently acting spells such as the geomancy spell “Catapult” can be ended prematurely with this spell. This spell can only be cast on a single target.

30 SA;
2 magic

1 target

instant

2 skill points = 1 skill mastery %

45

Nightmare

The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 5d10+10 damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them.

30 SA;
3 magic

all enemy targets

instant

2 skill points = 1 skill mastery %

45

Rising Blood

This horrid manipulation summons fresh blood from underneath the feet of the targets in a radius from the user. The blood-formed hands struggle to grab their opponents as they drip and reform before the eyes of those in the spell. Every enemy must make a speed check to see if they get caught. If they get caught the target is knocked down and is held face down in the blood. The target must then roll a 1d6 each round until freed, with 6 equaling the target being knocked unconscious for the remainder of the battle. The target may be saved if the hand is knocked free by another target or with a successful strength check.

30 SA;
3 magic

all enemy targets

until freed

2 skill points = 1 skill mastery %

30

Plague

This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 3d10 HP per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d4 each round to the poisoning damage. This disease can be cured but to do so all status aliments must be removed at the same time.

30 SA;
3 magic

6 hexes affecting 1 target

until cured

2 skill points = 1 skill mastery %

30

Trained Strike

With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP;
1 attack

weapon's range

instant

1 skill point =
2 skill mastery %

95

2-Hit Combo

This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending.

20 EP;
1 attack

weapon's range affecting 1 to 2 targets

instant

1 skill point =
1 skill mastery %

20

8.
Combat Notes

Wraiths are the worst kinds of dark spirits. It is believed by some that wraiths are the lost souls that have somehow escaped the torment of Xodod, the realm of eternal punishment. Wraiths are twisted spirits who have forgotten any of their humanity and instead steal upon the memories of others as they feed on their souls. A wraith will stop at nothing to torment its prey but will often leave others alone as long as they do not interfer with its hunt. After a wraith has fed, it is not uncommon for the wraith to disappear for a time.

Unlike the Lesser Wraiths, Wraiths are loners. It is very uncommon for wraiths to be with other creatures, even other wraiths. At most you might find a pair of wraiths and if you do you should run. If you ever find more than two wraiths or wraiths with other undead, then more than likely there is a powerful necromancer nearby.

9. Spoils

0.05 pounds of Ectoplasm: Alchemical ingredient worth 500.00 a pound.

Effect 1: See Spirits 6 area blocks for 3 hours

Effect 2: Shock Damage 1d12

Effect 3: Immune to Violent Life Magic for 3 rounds

Effect 4: Detect Magic Enhancements up to 20 area blocks for 3 hours

0.5 pounds of Black Glass or Onyx: make a luck check to see if the wraith drops either 0.5 pounds of Black Glass or Onyx.

Wiki+ page: Zombie

1. Basic Info

Habitat: Zombies can be found in graveyards, ruins, and out in the wilderness but only at night.

Appearance: Walking human corpses in various stages of decay.

Runic Element: Death

Runic Element Information:

Effects on Magic Damage: Increase magical damage done against those of the time element by +10. Decrease magical damage done against those of the life element by -10.

Effects on Magic Defense: 20% chance for immunity to death and time magic attacks.

Supportive Effects: Automatically increase SA or EP (your choice) by 10. You can only choose one and it is a permanent effect.

2. Vital Stats

Stat Name

Current

Full

Modifiers

HP

40

40

SA

2

2

EP

50

50

+10 (runic element)

3. Armor Stats

Stat Name

Current

Full

Modifiers

PR

38

38

Natural PR: 10

MR

51

51

Block

0 Weapon

0 Armor

4. Main Stats

Stat Name

Stat

Race Max

Modifiers

Fortitude

20

50

Speed

1

10

Mental

1

10

Strength

25

60

Luck

1

1

Will

1

1

5. Secondary Stats

Stat Name

Stat

Modifiers

Influence

1

Perception

11

WeightLimits

Carry: 95Lift 1H: 15.84Lift 2H: 31.67

SuccessPoints

1

FailurePoints

1

MoveRates

World: 1Area: 10Battle: 4

AreaRanges

Throw: 2Jump Up: 1Jump Across: 3

BattleRanges

Throw: 4Jump Up: 2Jump Across: 6

Aim

N/A

Actions

Attack: 1Defense: 1Support: 1Magic: 1

Initiative

0

-5

Evade

1

Offense

Melee: 2Throw: 4Bow: N/ACritical: 13

Melee: + 20

MagicStats

Magic Power: 0Critical: N/A

6. Equipped Armor

Location

Item

Block

PR

MR

Weight

Other Information

Helmet

Leather Cap

0

2

3

1.3

Torso

Leather Cuirass

0

16

24

13

no protection against axes

Legs

Leather Greaves

0

20

24

13

no protection against axes

TOTAL ARMOR VALUES

0

38

51

27.3

no protection against axes

7. Combat Notes

Zombies have no free will or rational thought. They are basically savage and aggressive and will attack anything that comes in their path, even other zombies.

Zombies shuffle slowly forward. They are incapable of using weapons, coordinating, or using skills. They attack clumsily and often bite whether such was a common attack for them before in their past life or not. You may encounter anywhere from one zombie to twenty zombies, even more if the GM desires.

8. Spoils

2d20 worth of Duram: You may loot the body for 2d20 worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d20. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.Any and All Available Loot:You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.